AuthorTopic: UP3 RC4 Patch Pack 301 (Read 3550 times)

It's time for the next step in the UP3 Patch Pack Series.Patch Pack series 100 fixed lots of bugs and brought up a couple of new cool - yet tiny - features.Patch Pack series 200 fixed further bugs and brought to us the implementation of the new IL-2 Sturmovik 1946 4.13.4 AI code.Patch Pack series 300 now fixes further bugs again, and it brings us the new "Enhanced Weapon Release Control" mod by SAS~Skylla.

For the sake of online compatibility, it's mandatory to update to 300 series Patch Pack if you play on a server with 300 series Patch Pack installed.Otherwise you might not see what others see and vice versa.

- Bf 109 Series Cockpit Code fix- Bf 109 G14 Hotfix- Early 109 Hotfix- Invincible 20mm Flak Hotfix- Jet Booster Hotfix- Ju-87C Hotfix- Net Max Lag Hotfix- Objects Hotfix Pack 01- SM.79 and Cant Z.1007 Gunner Hotfix- Sniper Gunner Hotfix- Swordfish Spawn Hotfix- Typhoon Update Fix (new 3D, fully skinnable)- Fixed very old online bug that caused wrong visual animation of engine states (with 2 or more engines)- Fixed "Stabs4All" bug preventing that functionality to work on most systems- Fixed Cockpit bug which showed wrong meshes after repairing the cockpit from damage using RRR function, applies to Bf 109 B/C/D/E/F, Fi-156, Ju-87D/G- Fixed Head Movement bug where, when the head is turned to either side, pitching the head up/down got misinterpreted to tilting it left/right when viewed from externals- Fixed a Mission Builder Bug where erratically airspawns were created when the mission contained "Standalone" Home Bases, but no single "Standalone" Spawn Point- Fixed pairwise shooting X-4 missiles on Me 410 D- Logging relieved from surplus content- TBM-1 Torpedo loadout fixed- Me-163 Flight Model from 4.13 implemented to get rid of the lame duck FM which existed up to 4.10- Bomb rotation axis fixed, was set to a Null-Vector in UP3 (??)- Replaced the partly predictable and reproduceable "pseudo" random number generator static initialization, now "Random" _IS_ random.- Initial static random "0" seed for bombs fixed- Pe-2 wounded gunner bug fixed- Further fix for gunner position switch bug, reducing log output and defaults to player previous army setting now- Missing Dead Meshes fixed for following pacific buildings: Flag_ArmeeRouge, Flag_LW, Flag_RAF, Flag_US, Flag_VVS- Missing Dead Meshes fixed for Train "Platform1_Dmg"- Disappearing Bombs/Torpedos/Rockets bug fixed (this was an old IL-2 Core game bug where Bombs/Torpedos/Rockets would simply disappear instead of being dropped/shot online or during NTRK playback)- VAP bomb (IL-2 incendiary cluster bomb) rearming fixed, based on hotfix by SAS~Skylla from 22 Sep 2015- FM2 rocket trigger fixed, now all rockets can be fired with rocket trigger key (previously the last pair had to be fired using bomb trigger key)- Invincible Opel Maultier Flak fixed- Do-217 crew position locked up in belly gunner position fixed- Pairwise Hs-293 and Fritz-X drop on Do-217K-2 fixed- SBD gunner envelope limits fixed- B-29 gunner positions fixed- Fokker DXXI compass fixed- H8K outer frame parts appearing in cockpit view when plane is damaged: Fixed- I-16 SPB "Drone" picks up fuel from mothership until it reaches 100%: Fixed, will refuel up to initial mission start limit only- Enemy planes become available on player homebase not only after (belly/emergency) landing, but even if they crashed there: Fixed- On maps with more than 256 bridges, when a human player destroys a bridge with index 256 or bigger, another bridge with that index modulo 256 will be destroyed instead: Fixed- MDS/RRR: other players will only see one rocket being rearmed although you have (and see) all: Fixed- MDS/RRR: other players will not see any bomb/droptank/torpedo rearming at all: Fixed- MDS/RRR: other players will see an empty loadout when loadout options are changed: Fixed- Missing Catapults and arrestor wires on german carriers "Graf Zeppelin" and "Peter Strasser" fixed- Non-functional arrestor wires on german carriers in online mode fixed- Bf-109T-1 flight model fixed (inherited from Bf-109E-7/N like in real life now, with larger wing span and increased weight)- Bf-109T-1 nose over after unhooking from arrestor wires fixed- Invincible H8K "Emily" fixed- I-16 Type 24 guns separated on trigger 1 (cowling guns) and trigger 2 (wing guns) (by SAS~Skylla)- Me-262V3 engine damage on ground start fixed- Me-262V3 flight model fixed (*)- Me-262V3 muzzles, cannon bulges, nose gear door seams, gun camera, shell and cartridge exhaust bays removed- Mistel Hotfix- FW 190 Schusszaehler Fix- Bailout Speed Fix (players can bail out at any time now, but risk to get hurt when speed is too high)- Explosion Fix (gets rid of the big explosion meshes on ground after large bomb detonations even if smaller bombs or actors crash later on)- IJN Ryujo fixed- A nasty IL-2 bug has been fixed that prevented IL-2 to actually take the month and day from a mission date into account- Right Alt (Alt Gr) key works in Chat etc. now- Wheels turn when plane starts to roll, not just when it rolls with more than 5 km/h- AI doesn't proceed to further Ground Attack waypoints anymore when there's nothing left to attack with- AI avoids collisions also when flying heavy planes, as long as they're not much heavier than the plane they're about to collide with. In the latter case it's the smaller plane's responsibility to avoid the collision.- FM2 weapon hooks fixed, bombs and rockets separated and bomb loadout options corrected- Hs-123 patched by Loku- TBF/TBM Gunsight fixed by Loku- F2A series flight model update by Loku- A6M2-N "Rufe" and Blenheim Nav light fixes by Loku- A6M Engine Texture update by Loku- Fw-190 Schusszähler Fix by SAS~Skylla- Gyro Gunsight Patch for F-51D30NA, Fw-190D-9 late, P-47D late, P-51D20/25/30 NA/NT, P-80, Spitfire Mk.16 & LF.Mk.14, Ta-152C-1, Ta-183 by SAS~Skylla- Fw-189 gunner patch by SAS~Skylla- Random Radio Broadcast patch by SAS~Skylla- CR.32 Patch by Gubi- Texture file loading bug (core game bug since day one) fixed- TBF/TBM Gunsight Fix by Loku- P-40E/P-40M Cockpit Fuel Gauge Fix by Loku- "Request Runway Lights" command restored (some menu structures had to be changed to achieve this)- Ballistics bug fixed where the radicand of a square root calculation could become zero, causing JVM 1.3.1 to create page faults in memory- HookView bug fixed where no minimum object radius was taken into consideration (or at least: Not correctly) when switching to Ordnance View- BombGunNull/BombNull bug fixed- Old/New TrackIR code compatibility bug fixed- P-40M Flight Model fixed, vertical stabilizer and rudder arm values adjusted according to the lengthened fuselageInstallation:

Run JSGME.exe from your UP3 RC4 game folder and disable any of the following previously installed mods(packs), if applicable: * Any old Hotfix Pack (see Note ¹ below) * Any old Patch Pack (e.g. "#UP#_Patch_Pack_216") * UP3 RC4 without obfuscation ("#UP#_Unobfuscated_MDS_for_UP3"), because this is integrated in this patch pack already

Included feature enhancements:- Replication of aircraft control surfaces movement over the net and through NTRK recordings- Replication of pilot head movement over the net and through NTRK recordings- Animated AI pilot heads, according to pilot's task (watch wing leader, watch enemy etc.)- Screenshots taken in native code, much faster than before- "Stabs4All" included, can be activated through conf.ini (*)- New DiffFM included, capable of reading different FM file versions, less intrusive- I-16 Planes can hook to TB-3 SPB bombers in flight. Hook Parameters on Ground: Distance to hook point max. 5m Hook Parameters in Air: Distance to hook point max. 15m, speed difference max. 30km/h, flight vector difference max. 25 degrees- G4M-2 and Ohka flying bomb can be hooked to each other on ground now (max. distance to hook point: 50m)- Ju-88 Mistel and 109/190 fighter aircraft can be hooked to each other on ground now (max. distance to hook point: 50m) (needs further testing)- Torpedo drop parameters shown in command menu (default: Tab key)- Torpedo water impact values shown in HUD log on impact- Implemented "smooth" limits for torpedo drop parameters. When the drop limits (entry speed, impact angle) are exceeded, the torpedo doesn't break immediately, but with a probability according to the proportion of the exceedance vs. the original limits- WYSIWYG: New "smooth" Torpedo Engagement Limits, Random Bomb, Rocket, Ordnance drop spread, bouncing bombs on water (skip-bombing), Detonation Delay (Bomb fuze) settings and Random Explosion Radii get replicated over the net, so that everyone sees what you see (and your NTRK playbacks always look the same like original as well)- AI Gunners are slightly better again when being on Veteran or Ace level- Enhanced Cheater protection- Flak Burst Flash Light Effects by SAS~Skylla- PA_Jeronimo improved engine cowling for ME-262V3- New AI code from TD's Il-2 Patch 4.13.2 implemented- New TrackIR code from TD's Il-2 Patch 4.11+ available optionally- Network File Transfer Boost setting available, makes skin transfers about 4 times faster- New "Mods" GUI for various conf.ini settings, no need to manually edit conf.ini for those settings anymore- New optional setting to add default "None" country to missions where it's missing by default- New Fiat CR.32 3D model- New Moon Textures by TT- Automatic Track Recording on demand (can be activated in new Mods GUI)- Cycling through externals shows player planes first, AI and static cameras follow behind- Additional nightly darkness disabled by default, can be re-enabled (and adjusted) by user in Mod GUI if this is desired- Nightly moonlight effect enhanced by default, can be disabled (and adjusted) by user in Mod GUI if this is desired- Auto Admin (for FBDj Admins) and Auto User (for reserved names in Online Gameplay) added to Mod GUI- User can select specific Username for Online Gameplay, e.g. to override the default Hyperlobby Username- Skin Download Notifications can be enabled/disabled in Mod Settings- Bomb Fuze (arming time) can be set in arming screen- New AC-47 Minigun Mod by SAS~Skylla- Enhanced WrfGr.21 explosion damage Mod by SAS~Skylla- IL-2 1941 Fieldmod Gunner Cockpit by Loku- Enhanced damage code, explosion effects and subammo release code for German "AB" bomb containers- Enhanced bomb trajectory for german SD2 / SD4 / B2.2EZ bomblets- 10 seconds minimum delay implemented between subsequent Net Mission Spawns to avoid multi-spawn-crashes- "Semi Self Illumination" backported from 4.13.4 and enhanced for UP3- Enhanced "Ordnance View" mode implemented - this is the "Ordnance View" from 4.13 as it should always have been!- "Camera Mod" implemented- Optional upgraded 3D and Textures for default Ordnance (use JGSME to activate, courtesy of VPMedia)- MXY-7 Ohka causes realistic damage on impact- SPB (TB-3, I-16 Type 5 and 24) improved, including automatic docking mechanism- Enhanced Weapon Release Control mod by SAS~Skylla integrated

Included fixes:- Bf 109 Series Cockpit Code fix- Bf 109 G14 Hotfix- Early 109 Hotfix- Invincible 20mm Flak Hotfix- Jet Booster Hotfix- Ju-87C Hotfix- Net Max Lag Hotfix- Objects Hotfix Pack 01- SM.79 and Cant Z.1007 Gunner Hotfix- Sniper Gunner Hotfix- Swordfish Spawn Hotfix- Typhoon Update Fix (new 3D, fully skinnable)- Fixed very old online bug that caused wrong visual animation of engine states (with 2 or more engines)- Fixed "Stabs4All" bug preventing that functionality to work on most systems- Fixed Cockpit bug which showed wrong meshes after repairing the cockpit from damage using RRR function, applies to Bf 109 B/C/D/E/F, Fi-156, Ju-87D/G- Fixed Head Movement bug where, when the head is turned to either side, pitching the head up/down got misinterpreted to tilting it left/right when viewed from externals- Fixed a Mission Builder Bug where erratically airspawns were created when the mission contained "Standalone" Home Bases, but no single "Standalone" Spawn Point- Fixed pairwise shooting X-4 missiles on Me 410 D- Logging relieved from surplus content- TBM-1 Torpedo loadout fixed- Me-163 Flight Model from 4.13 implemented to get rid of the lame duck FM which existed up to 4.10- Bomb rotation axis fixed, was set to a Null-Vector in UP3 (??)- Replaced the partly predictable and reproduceable "pseudo" random number generator static initialization, now "Random" _IS_ random.- Initial static random "0" seed for bombs fixed- Pe-2 wounded gunner bug fixed- Further fix for gunner position switch bug, reducing log output and defaults to player previous army setting now- Missing Dead Meshes fixed for following pacific buildings: Flag_ArmeeRouge, Flag_LW, Flag_RAF, Flag_US, Flag_VVS- Missing Dead Meshes fixed for Train "Platform1_Dmg"- Disappearing Bombs/Torpedos/Rockets bug fixed (this was an old IL-2 Core game bug where Bombs/Torpedos/Rockets would simply disappear instead of being dropped/shot online or during NTRK playback)- VAP bomb (IL-2 incendiary cluster bomb) rearming fixed, based on hotfix by SAS~Skylla from 22 Sep 2015- FM2 rocket trigger fixed, now all rockets can be fired with rocket trigger key (previously the last pair had to be fired using bomb trigger key)- Invincible Opel Maultier Flak fixed- Do-217 crew position locked up in belly gunner position fixed- Pairwise Hs-293 and Fritz-X drop on Do-217K-2 fixed- SBD gunner envelope limits fixed- B-29 gunner positions fixed- Fokker DXXI compass fixed- H8K outer frame parts appearing in cockpit view when plane is damaged: Fixed- I-16 SPB "Drone" picks up fuel from mothership until it reaches 100%: Fixed, will refuel up to initial mission start limit only- Enemy planes become available on player homebase not only after (belly/emergency) landing, but even if they crashed there: Fixed- On maps with more than 256 bridges, when a human player destroys a bridge with index 256 or bigger, another bridge with that index modulo 256 will be destroyed instead: Fixed- MDS/RRR: other players will only see one rocket being rearmed although you have (and see) all: Fixed- MDS/RRR: other players will not see any bomb/droptank/torpedo rearming at all: Fixed- MDS/RRR: other players will see an empty loadout when loadout options are changed: Fixed- Missing Catapults and arrestor wires on german carriers "Graf Zeppelin" and "Peter Strasser" fixed- Non-functional arrestor wires on german carriers in online mode fixed- Bf-109T-1 flight model fixed (inherited from Bf-109E-7/N like in real life now, with larger wing span and increased weight)- Bf-109T-1 nose over after unhooking from arrestor wires fixed- Invincible H8K "Emily" fixed- I-16 Type 24 guns separated on trigger 1 (cowling guns) and trigger 2 (wing guns) (by SAS~Skylla)- Me-262V3 engine damage on ground start fixed- Me-262V3 flight model fixed (*)- Me-262V3 muzzles, cannon bulges, nose gear door seams, gun camera, shell and cartridge exhaust bays removed- Mistel Hotfix- FW 190 Schusszaehler Fix- Bailout Speed Fix (players can bail out at any time now, but risk to get hurt when speed is too high)- Explosion Fix (gets rid of the big explosion meshes on ground after large bomb detonations even if smaller bombs or actors crash later on)- IJN Ryujo fixed- A nasty IL-2 bug has been fixed that prevented IL-2 to actually take the month and day from a mission date into account- Right Alt (Alt Gr) key works in Chat etc. now- Wheels turn when plane starts to roll, not just when it rolls with more than 5 km/h- AI doesn't proceed to further Ground Attack waypoints anymore when there's nothing left to attack with- AI avoids collisions also when flying heavy planes, as long as they're not much heavier than the plane they're about to collide with. In the latter case it's the smaller plane's responsibility to avoid the collision.- FM2 weapon hooks fixed, bombs and rockets separated and bomb loadout options corrected- Hs-123 patched by Loku- TBF/TBM Gunsight fixed by Loku- F2A series flight model update by Loku- A6M2-N "Rufe" and Blenheim Nav light fixes by Loku- A6M Engine Texture update by Loku- Fw-190 Schusszähler Fix by SAS~Skylla- Gyro Gunsight Patch for F-51D30NA, Fw-190D-9 late, P-47D late, P-51D20/25/30 NA/NT, P-80, Spitfire Mk.16 & LF.Mk.14, Ta-152C-1, Ta-183 by SAS~Skylla- Fw-189 gunner patch by SAS~Skylla- Random Radio Broadcast patch by SAS~Skylla- CR.32 Patch by Gubi- Texture file loading bug (core game bug since day one) fixed- TBF/TBM Gunsight Fix by Loku- P-40E/P-40M Cockpit Fuel Gauge Fix by Loku- "Request Runway Lights" command restored (some menu structures had to be changed to achieve this)- Ballistics bug fixed where the radicand of a square root calculation could become zero, causing JVM 1.3.1 to create page faults in memory- HookView bug fixed where no minimum object radius was taken into consideration (or at least: Not correctly) when switching to Ordnance View- BombGunNull/BombNull bug fixed- Old/New TrackIR code compatibility bug fixed- P-40M Flight Model fixed, vertical stabilizer and rudder arm values adjusted according to the lengthened fuselage

(*) Me-262V3 flight model: Like in real life, you have to tap the brakes in order to get the 262V3 off the ground. Let the plane accelerate to 180km/h, tap the brakes until the tail comes up and you will soon get airborne automatically. Remember to move the throttle gently below 6000rpm. VERY GENTLY! This plane is equipped with very early stages of the Jumo 004 jet engines which are still under development. The specified spool up time from idle to full throttle is ==>> 40 Seconds <<== This means that e.g. when using keyboard for throttle, you're allowed to increase throttle by one step (=5%) every 2 seconds only !! You might be lucky and manage to spool up within half of that time (20 seconds) but we cannot guarantee that the engines will survive it. If you spool up any faster, your engines will go up in flames, mark these words! The same applies when you throttle back: GENTLY! You can do it quicker than throttling up, actually about twice as fast, but you still have to do it GENTLY once you fall below 6000rpm. That much for the bad news about the engines, the good news is that above 6000rpm you can move the throttle as quick as you like. Watch your RPMs!

Note: * Trim setting for ground start is "full up". It will be applied automatically on ground start, however if you have a joystick axis attached for elevator trim, remember to trim up all the way when you start on ground, otherwise you risk to nose over when you tap the brakes. * Don't let the plane accelerate beyond 200 km/h without lifting the tail. Otherwise eventually the wings might lift the plane into the air (especially with low fuel load), but you have no elevator authority yet since they're still wing alee: -> Crash. * Don't tap the brakes too soon when you try to lift the tail. If you do so below ~160km/h, the tail will come up, but since you don't have sufficient elevator authority yet, your plane will nose over.

ATTENTION: If you have installed PA_Jeronimo's Engine Cowling Mod, please deactivate the Me-262V-3 folder inside of that mod, otherwise Your engine will get damage once started on ground, see deactivation details below.

Additionally implemented Debugging Switches:You can adjust log.lst debugging by setting the following values in the conf.ini [Mods] section:

Additionally implemented Logfile Switches:You can adjust log.lst Date/Time output by setting the following values in the conf.ini [Mods] section:

LogDate=<0/1> Date output in log.lst, default=0, 0=disable, 1=enableLogMilliseconds=<0/1> Milliseconds in time output in log.lst, default=0, 0=disable, 1=enableLogTicks=<0/1> "Tick Delta" output in log.lst, default=0, 0=disable, 1=enable, this is the time difference between two log lines in game's internal "Ticks"

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Installation:1.) Run JSGME.exe from your UP3 RC4 game folder and disable any of the following previously installed mods(packs), if applicable: * Any old Hotfix Pack (* see below) * Any old Patch Pack (e.g. "#UP#_Patch_Pack_216") * UP3 RC4 without obfuscation ("#UP#_Unobfuscated_MDS_for_UP3"), because this is integrated in this patch pack already2.) Check your enabled JSGME Mods, now there should only be: * #UP#_Enable_UP.3.0 * Additional JSGME Mods not related to Fixes, Patches, unobfuscated UP etc.3.) Extract this Patch Pack to your UP3 RC4 game folder4.) Run jsgme.exe and activate this mod ("#UP#_Patch_Pack_301")

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(*) Deactivation / Deinstallation of previously installed Hotfixes and/or Hotfix Packs:Previously installed Hotfixes and Hotfix Packs have to be deactivated from within JSGME.The Hotfix Packs appear like this in JSGME, watch out for them and deactivate them if they appear to be activated:- #UP#_Hotfix_Pack_v1.00- #UP#_Hotfix_Pack_v1.01

The Hotfixes appear like this in JSGME, watch out for them and deactivate them if they appear to be activated:- #UP#_Early_109_Hotfix_for_UP3- #UP#_Jet_Booster_Hotfix_for_UP3- #UP#_Ju87C_Hotfix_for_UP3- #UP#_SM.79_and_Cant_Z.1007_Gunner_Hotfix_for_UP3- #UP#_Sniper_Gunner_Hotfix_for_UP3

IMPORTANT: If you have PA_Jeronimo's Engine Cowling Mod installed in your game, please make sure to Rename the folder 3do/plane/Me-262V-3 inside that mod folder (e.g. the path in your game might be like "#UP#\Fixed cowling engine & props\3do\plane\Me-262V-3") to 3do/plane/-Me-262V-3 or simply remove the "Me-262V-3" of it. If you don't do so, your engines will die on ground start.Best regards - Mike

The "Enhanced Weapons Release Control" mod enables you to select the amount of rockets/bombs to launch/drop for each trigger key press, and the gap between two subsequent launches/drops in case of salvo fire.For instance, here you can see how a full salvo of all available bombs gets selected:

Here the shortest delay is chosen, max. delay would be 2 seconds:

This is the result, using a single bomb trigger key press:

Here are the required key assignments to utilize the "EWRC" mod features:"Automatic dock mode" on TB-3 and I-16 SPB planes.Instead of continuously pressing the "attach/detach" key, for attaching the key will now enable a "dock mode".You will see something like in the following images.Here the plane is off docking limits, which means that it might be too far from the mother plane (>20x docking distance), too fast, too slow or the course might not match sufficiently:

As soon as you get within <=20x docking distance and speed and course are within limits, the dock mode will show your current distance, visually and audibly ("park distance control" beep style):

The closer you get, the less dots are filled:

When no filled dot is left, docking will happen, i.e. a single filled dot is closest distance before docking event:

After having docked, the automatic mode automatically gets disabled:

The require key assignment is the "Attach/Detach Aircraft" key:Ordnance View "Enhanced", the way it should always have been, going beyond what TD has to offer...In order to use the new Ordnance View (and the backported separate Stationary Camera View) modes, please make sure to assign keys to the new functions accordingly:Camera Mod is now part of the Patch Pack

"Semi Self Illumination" when an aircraft is on fire...We have 4 types of German "AB" bomb containers in IL-2, namely the AB-23, AB-250, AB-500 and AB-1000.The submunition of these bomb containers is:

When you drop "AB" bomb containers, both the bomb fuze and the bomb delay settings are very important.

The "bomb fuze" setting determines the time from dropping the bomb until the submunition will be released.There's a minimum time for the "bomb fuze" setting depending on the AB bomb type, if you select a lower "bomb fuze" time, the minimum time will apply instead.Minimum "bomb fuze" times are:

AB-23: 0.75s

AB-250: 1s

AB-500: 1s

AB-1000: 1.5s

The "bomb delay" setting determines the time from bomblet impact to detonation.Due to constructive limitations, the SD 4 HL bomblets always use a zero delay meaning that they will always explode right on impact.

The bomblets look like this:

SD 2:

SD 4 HL:

B2.2EZ

Because of the "butterfly" design, the drag on SD 2 bomblets is very high, therefore they will have a very steep trajectory once the butterfly mechanism has unfolded (happens within 0.5 seconds after release).The best tactics to use this bomb is to either do a dive attack, or drop it close to the ground, immediately before passing above the target area.Use bomb delay setting to avoid being damaged by fragments.This bomblet type is very effective against non-armored vehicels, planes, buildings, non-armored artillery and infantry. It's reasonably effective against tanks if dropped in concentrated manner right above them.

The SD 4 HL has pretty much a normal bomb shape.Since on release from the container the bombs fall "chaotically" off the container, the trajectory in the beginning is slightly more steep and the bombs decellerate quite much initially, but they recover to a normal trajectory within ~1 second.The best tactics is to drop this bomb like normal ones, just take into account that they will fall slightly short compared to a normal "SC" bomb type.This bomblet type is particularly effective against tanks and small vessels but you need to score direct hits.It's reasonably effective against anything non-armored too, since this bomb also has a fragmentation component.

The B2.2EZ shape is like an "extended" bomb.Since on release from the container the bombs fall "chaotically" off the container, the trajectory in the beginning is slightly more steep and the bombs decellerate quite much initially, but they recover to a normal trajectory within ~1 second.The best tactics is to drop this bomb like normal ones, just take into account that they will fall slightly short compared to a normal "SC" bomb type.It works pretty well on level-drops from ~1-2km altitude against large targets like airfields.It's reasonably effective against anything non-armored, since this bomb also has a fragmentation component (albeit a very small one) and it will set anything on fire if you score direct hits. The latter might kill one or another tank, too.Me-262 V3 Simulation enhancements:

Elevator neutralized while being wing alee

Engine Acceleration (40s for idle -> full) set according to historical values

Throttle movement limits adjusted, now "spikes" of sudden changes up to 10% are allowed and the shortes time for idle->full is just below 15 seconds (full->idle twice as fast)

Please find a demonstration of fastest possible Throttle movement in "throttle up" direction and engine spoolup time below.You will notice that the throttle up test starts when chocks are engaged, right at the beginning the throttle jumps from idle to 10% ("spike" test) and goes up to 100% in the fastes time without blowing up the engines.Engine acceleration is distinctively behind throttle movement.Once throttle is at 100% you will see a time (in milliseconds) for this test.Once the engines reach >8000 RPM (full speed without time limits), you will see the spoolup time (in milliseconds) too.

Throttling down can be twice as fast as throttling up, but engine reaction times are the same.You can see other planes' control surfaces moving and see where the pilots look at, e.g. this AI plane is in a dogfight with a Spitfire:AI pilots watch their wing leader while flying in formation:Patch Level shown for all players online (and server):Torpedo failure probability depends on how far you exceed Torpedo drop limits (press Tab key to see drop parameters ingame):New Mod Settings Screen available (see "Mods" Button):

It's unbelievable how the work really shaped and changed UP3 so much. UP3 PP 301 is probably the most sophisticated of IL-2 installs that IL-2 has ever seen, excluding BAT and all those new things. We've got PARKING sensors (mid air hooking sensors) in IL-2, imagine that!

it's amazing what all the team has done to ensure and final tune UP3. Well done to everyone involved for all their work and effort. <3

Alright...Further investigation shows that this type of bomb is an SC-500J ("Grade III" SC-500).--> http://michaelhiske.de/Wehrmacht/Luft/D_LUFT/4300/TEIL_1/HEFT_3/Abbildungen/Abb_04.htmIt's a special bomb type intended to be used against merchant ships and apparently it has been common for Fw-190 during some period after BoB.No idea why this shape made it to our "default" SC-500 in Zorin's mod though. Probably just a mistake.Fact is, all packs since then have it implemented like this, including DBW, UP3, CUP, BAT and VP Modpack.

hi Mike. hi guys. thank you so much for a great new patch. i also have one little question about defaultFOV mod and Fov changer mod. they worked really well combined in 2.16 version but now works properly only FoVchanger mod(i can switch up to 150 FOV or so...). DefaultFOV mod which is really a cool mod works only if i use "switch to pilot key" (default is 1 i guess), otherwise it would not lock my desired FOV and can go over 102 in my case. But thats not a problem, I can use that "Switch to pilot key" to immidiately get desired FOV but when i try to make an external view, after that i cant switch back to pilot seat anyhow.